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THE GLOBAL TABLETOP GAMES MARKET SIZE IS PROJECTED TO REACH USD 48.69 BILLION BY 2028 FROM USD 24.91 BILLION IN 2022, GROWING AT A CAGR OF 11.82% DURING THE FORECAST PERIOD.
The Tabletop Games Market Size, Share, & Trends Analysis Report By
- Type: Board Games (Puzzles Games, Tabletop Board Games, Collectible Card Games, Card & Dice Games, Miniature Games, and RPG Board Games), Dexterity Games, Tile-Based Games, and Paper & Pencil Games
- Theme: Educational Tabletop Games, Strategy & War Tabletop Games, Fantasy Tabletop Games, Sports Tabletop Games, Historical Tabletop Games, and Other Tabletop Games
- Distribution Channel: Offline (Specialty Stores, Mass Market Players, and Other Retailers) and Online
- User Group: Adults, Kids, and Family & Party
- Geography: North America, Europe, APAC, Latin America, and Middle East & Africa
Industry Analysis Report, Regional Outlook, Growth Potential, Price Trends, Competitive Market Share & Forecast 2023–2028
This report includes market data points, ranging from trend
analyses to market estimates & forecasts that you can customize
TABLETOP GAMES MARKET REPORT SCOPE
REPORT ATTRIBUTE | DETAILS |
---|---|
Market Size (2028) | USD 48.69 Billion |
Market Size (2022) | USD 24.91 Billion |
CAGR (2022-2028) | 11.82% |
Base Year | 2022 |
Forecast Year | 2023-2028 |
SEGMENTS BY | Type, Theme, Distribution Channel, User Group, and Geography |
GEOGRAPHIC ANALYSIS | North America, Europe, APAC, Latin America, and Middle East & Africa |
KEY PLAYERS | Asmodee Group, Hasbro, Mattel, and Ravensburger |
MARKET INSIGHTS
The global tabletop games market size was valued at USD 24.91 billion in 2022 and is expected to reach USD 48.69 billion by 2028, growing at a CAGR of 11.82%. North America is the largest contributor in the global tabletop games market, generating revenue of around USD 7.17 billion in 2022, and is expected to grow at a CAGR of 10.87%. Latin America is expected to grow fastest during the forecast period, with a CAGR of 14.20%. Strategy & war-based games are the biggest supporters globally in the tabletop games market. They generated a significant revenue which is the highest among all the other themes in the market, and are anticipated to grow at the fastest rate in the forecast period.
MARKET TRENDS & OPPORTUNITIES
Capitalizing on Tabletop Gaming Conventions
Tabletop gaming conventions are one of the most popular market trends among companies. These conventions are gatherings where people compete and play several games in a large and small conventions and are the spaces where designers, publishers, and players interact. Some large gaming conventions include UK GAMES EXPO, PAX Unplugged, Gen Con, Essen Spiel, and many more. These conventions provide huge opportunities to the tabletop games market vendors, and several conventions, exhibitions, events, and fairs are held annually. These events are an important opportunity for both large and small-sized vendors in the industry to highlight their product offerings and solutions to customers.
Shifting Focus Towards Leisure Activities
Tabletop games are best for leisure as they provide entertainment and release stress. Demand for tabletop games is increasing rapidly in offices, cafes, restaurants, and resorts. During working hours, people require something to relax and chill. Moreover, tabletop games are the best to play during free time, relaxing and chilling with friends. Even in cafes, the popularity of tabletop games is increasing significantly, thus driving the demand for the tabletop games market.
People need leisure activities when their routine life becomes boring due to work pressure and heavy responsibilities. The ability to regenerate, purify, relax, and heal during leisure has become necessary. Focus on leisure activities is shifting due to hectic life, thus creating an opportunity for the tabletop games market. There are tabletop games that are played on the table, like cards and board games. Chess, Tic-Tac-Toe, Checkers, and Backgammon are common tabletop games.
INDUSTRY RESTRAINTS
Lack of Product Awareness
A lack of product awareness can significantly challenge the tabletop games market, as it can limit consumer interest and purchasing decisions. When consumers are unaware of the products available, they may be less likely to purchase or consider purchasing tabletop games. This can be particularly true for niche and specialty games, which may not have the same level of exposure or visibility as more popular games. Without adequate marketing and promotion, these games may not reach their target audience and struggle to gain market traction. New entrants face challenges in spreading awareness about their products and reasons to buy them specifically. There are too many options available for entertainment and fun. However, companies with a good reputation in the tabletop game market don’t have difficulty making consumers aware of their products.
SEGMENTATION ANALYSIS
INSIGHTS BY TYPE
The board games type segment dominated the global tabletop games market, generating a revenue of over USD 18 billion in 2022, and is expected to dominate the industry during the forecast period, witnessing a CAGR of over 13%. Some of the popular board games are Pandemic, Scythe, Sagrada, Azul, Gloomhaven, Near and Far, Settlers of Catan, and Warhammer Underworlds: Shadespire, among others. The majority of tabletop games are strategy-oriented ones. For example, Settlers of Catan is a multiplayer board game where players assume the role of settlers. Each player must build and develop holdings while trading and acquiring resources, and players are awarded points as their resources or settlements grow. The first to collect the maximum points (10) wins the game. Geographically, the popularity of tabletop board games is high in Europe and APAC, and these regions will continue to dominate the industry during the forecast period.
INSIGHTS BY THEME
In 2022, the educational games segment dominated the global tabletop games market with a 41.25% share owing to the higher penetration of puzzles among end-users. These games are mainly designed for preschoolers and grade schoolers and help players to develop critical and logical thinking. Several educational tabletop games help children easily understand maths, geography, and other subjects. Educational tabletop games remain relevant even in the modern era, and parents constantly look for sources to keep their children engaged. Therefore, vendors are increasingly focusing on developing tabletop games with a learning quotient. The educational tabletop games segment is expected to witness significant demand in the years ahead, owing to the ability of such games to develop basic preschool skills. Color matching, identifying letters, alphabets, numbers, counting, identifying shapes and patterns, developing fine motor skills, and strategic thinking skills, among others, are some of the key offerings of such games.
INSIGHTS BY DISTRIBUTION CHANNEL
The offline distribution channel accounted for the highest global tabletop games market revenue and was valued at USD 13.31 billion in 2022 and is majorly distributed through B2B brick-and-mortar stores such as supermarkets, hypermarkets, and specialty stores. Retailers act as the face of the company and are the point of purchase for customers. Retailers are equally important for vendors owing to their direct interaction with end-user customers. A lot of key emerging markets prefer product distribution through retailers than distributors. It becomes important for vendors to maintain a healthy relationship with retailers to grow ahead of their competitors.
However, due to the rising internet penetration worldwide, the offline segment will face strong competition from the online segment in the future. Tabletop games are available to end-users through online OEMs’ e-commerce portals and direct-to-consumer stores such as Amazon, eBay, Best Buy, Alibaba, and JD. Online sales constitute over 45% of the distribution model, and retail sales constitute the rest. Instant price comparison and a wide range of varieties are the reasons behind the spurt in online sales.
INSIGHTS BY USER GROUP
The global tabletop games market by user group is dominated by the adult group segment, with a revenue of around USD 11.07 billion in 2022. Vendors are focusing on manufacturing tabletop games which are strategic and tactical. Adults are likely towards murder mystery and adventure tabletop games. Tabletop games reduce stress, and adults prefer tabletop games during office breaks. Kids' tabletop games hold the second highest market share, around 33%. The kid's tabletop games market is witnessed to grow at the highest CAGR as people are shifting towards educating their kids through the help of tabletop games. As parents are moving towards tabletop games for their kids, demand is expected to fuel from those regions where the kid's population is high.
GEOGRAPHICAL ANALYSIS
North America dominated the global tabletop games industry, accounting for a 28.81% share in 2022. The trend of tabletop game cafes is increasing rapidly across the North American region, creating a potential market for tabletop games. Tabletop game cafes have been gaining immense popularity in the US. Some famous tabletop game cafes in New York are Fat Cat, The Uncommons, e’s Bar, Chess Forum, Molly’s Cupcakes, The Compleat Strategist, and Clinton Hall, among others. Millennials are looking forward to recreational activities due to increased screen time, thus creating the demand for tabletop game cafes in the region.
APAC’s tabletop games market was valued at USD 7.05 billion in 2022. The increasing middle-class population is one of the driving factors behind the region's market growth. Due to its swelling population, the region is an important market for consumable goods. Major economies such as China and India are vital for the growth of the tabletop games market. During the forecast period, the industry will operate on fresh demand. China is likely to continue being the world's biggest retail market in terms of scale and impact. The majority of the prominent vendors rely on the Chinese market for manufacturing. For instance, more than 50% of Hasbro’s manufacturing units are in China. Reopening China’s markets helped vendors to create a balance between inventory, production, and supply.
Europe, led by the UK, Germany, and France, accounted for 23.65% of the global tabletop games market share in 2022. Europeans are quite fond of tabletop games. Interestingly, several European game publishers have developed award-winning tabletop games such as Monopoly, Settlers of Catan, and Pandemic. The tabletop games in Europe differ from those in North America. These games are purely focused on strategy instead of luck or chance factor. These games tend to focus on building and managing resources to keep all the players engaged until the end of the game. Some classic Euro-style tabletop games are Puerto Rico, Magic: The Gathering, Pandemic, Settlers of Catan, and Carcassonne.
COMPETITIVE LANDSCAPE
Competition in the tabletop games market is highly intensified due to the influx of several local players. The industry for tabletop games is slowly shifting from being concentrated, with Hasbro and Mattel enjoying a larger chunk of the overall share, to a fragmented one, with several independent vendors barging in. The other bigger players were also able to sustain their industry share. New vendors entered the market trying to capitalize on people spending more time with their families. With significant investments in new product segments, the major focus is developing a strong connection with all age groups. Smaller vendors such as Asmadi Games, Bezier Games, Buffalo Games, INI, Kamings Trade, and Ludo Fact, among others, now have a significant market presence.
The key markets for vendors are North America, APAC, and Europe. However, in the coming years, the markets in Latin America and MEA are also expected to witness considerable growth. Also, since the creation of tabletop games does not require molding or tooling, the overall production costs remain low, making the entry barriers low. The low entry barrier is a key factor driving the growth of several independent vendors, thereby impacting the overall dynamics of the industry. This further intensifies competition in terms of pricing. Smaller vendors tend to reduce prices, thus forcing established vendors to slash their retail prices or suffer losses.
Frequently Asked Questions
How big is the global tabletop games market?
What is the growth rate of the tabletop games market?
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The tabletop games market is expected to grow at a CAGR of 11.82% from 2022 to 2028.
The following factors are likely to contribute to the growth of the tabletop games market during the forecast period:
- Rising Demand for Analog Experience
- Increasing Number of Tabletop Game Cafes
- Crowdfunding Platforms Boosting the Market
- Incorporating Learning Quotient
Base Year: 2022
Forecast Year: 2023-2028
The report considers the present scenario of the tabletop games market and its market dynamics for 2023−2028. It covers a detailed overview of several market growth enablers, restraints, and trends. The study covers both the demand and supply sides of the market. It also profiles and analyzes leading companies and several other prominent companies operating in the market.
Key Company Profiles
- Asmodee Group
- Business Overview
- Product Offerings
- Key Strengths
- Key Strategies
- Key Opportunities
- Hasbro
- Mattel
- Ravensburger
Other Prominent Vendors
- Asmadi Games
- Overview
- Bezier Games
- Boardgamedesign.com
- Buffalo Games
- Clementoni
- CMON
- Disney
- Funko
- Games Workshop
- Gibsons Games
- Goliath Games
- Grey Fox Games
- IELLO Games
- Indie Boards and Cards
- INI
- Epoch Everlasting Play
- Imago Group
- Kamings Trade
- Learning Resources
- Lifestyle Boardgames
- Loony Labs
- Ludo Fact
- Melissa & Doug
- MindWare
- North Star Games
- Orchard Toys
- Panda Game Manufacturing
- Pegasus Spiele
- Piatnik
- Reaper Miniatures
- Rio Grande Games
- Schmidt Spiele
- Spin Master
- Spontaneous Games
- Sunsout
- Surprised Stare Games
- Talicor
- Trend Enterprises
- Ultra Pro International
- University Games
- USAOPOLY
- Winning Moves Games
- WizKids
- Zobmondo
Segmentation By Type
- Board Games
- Puzzles Games
- Tabletop Board Games
- Collectible Card Games
- Card & Dice Games
- Miniature Games
- RPG Board Games
- Dexterity Games
- Tile-Based Games
- Paper & Pencil Games
Segmentation by Theme
- Educational Tabletop Games
- Strategy & War Tabletop Games
- Fantasy Tabletop Games
- Sports Tabletop Games
- Historical Tabletop Games
- Other Tabletop Games
Segmentation by Distribution Channel
- Offline
- Specialty Stores
- Mass Market Players
- Other Retailers
- Online
Segmentation by User Group
- Adults
- Kids
- Family & Party
Segmentation by Geography
- North America
- US
- Canada
- APAC
- China
- India
- Japan
- Indonesia
- South Korea
- Australia
- Malaysia
- Singapore
- Thailand
- New Zealand
- Vietnam
- Europe
- UK
- France
- Germany
- Russia
- Italy
- Sweden
- Norway
- Spain
- Denmark
- Switzerland
- Iceland
- Latin America
- Brazil
- Mexico
- Argentina
- Colombia
- Rest Of Latin America
- Middle East & Africa
- Saudi Arabia
- South Africa
- Uae
- Egypt
- Turkey
EXHIBIT 1 SEGMENTATION OF THE GLOBAL TABLETOP GAMES MARKET
EXHIBIT 2 MARKET SIZE CALCULATION APPROACH 2022
EXHIBIT 3 FACTORS DRIVING DEMAND FOR TABLETOP GAMES
EXHIBIT 4 VALUE CHAIN ANALYSIS OF TABLETOP GAMES
EXHIBIT 5 GLOBAL MEGA TRENDS IN THE TABLETOP GAMING MARKET
EXHIBIT 6 GLOBAL GAMES MARKET 2022
EXHIBIT 7 GLOBAL MARKET RISK FACTORS
EXHIBIT 8 LIFECYCLE OF TABLETOP GAME
EXHIBIT 9 DISTRIBUTION MODEL OF TABLETOP GAMES IN THE US
EXHIBIT 10 DISTRIBUTION MODEL OF TABLETOP GAMES IN EUROPE
EXHIBIT 11 IMPACT OF ADOPTION OF A DIGITAL-FIRST APPROACH
EXHIBIT 12 GLOBAL RETAIL E-COMMERCE SALES WORLDWIDE 2015–2024 ($ BILLION)
EXHIBIT 13 IMPACT OF INTRODUCTION OF NEW DESIGNS
EXHIBIT 14 ELEMENTS OF DESIGNING TABLETOP GAMES
EXHIBIT 15 IMPACT OF NEW PRODUCT INNOVATIONS AND DEVELOPMENT
EXHIBIT 16 IMPACT OF TABLETOP GAMING CONVENTIONS
EXHIBIT 17 ADVANTAGES OF TABLETOP GAMING CONVENTIONS
EXHIBIT 18 IMPACT OF SHIFTING FOCUS TOWARD LEISURE ACTIVITIES
EXHIBIT 19 FACTORS INFLUENCING THE DEMAND FOR TABLETOP GAMES
EXHIBIT 20 IMPACT OF RISING DEMAND FOR ANALOG EXPERIENCES
EXHIBIT 21 IMPACT OF INCREASING NUMBER OF TABLETOP GAME CAFES
EXHIBIT 22 IMPACT OF CROWDFUNDING PLATFORMS BOOSTING THE MARKET
EXHIBIT 23 IMPACT OF INCORPORATION OF THE LEARNING QUOTIENT
EXHIBIT 24 IMPACT OF TRADE & TARIFFS CAUSING MARKET TURBULENCE
EXHIBIT 25 IMPACT OF HIGH COMPETITION FROM ALTERNATIVE GAMING OPTIONS
EXHIBIT 26 COMPETITORS OF TABLETOP GAMES
EXHIBIT 27 IMPACT OF DISRUPTIONS IN THE SUPPLY CHAIN
EXHIBIT 28 IMPACT OF LACK OF PRODUCT AWARENESS
EXHIBIT 29 RURAL POPULATION (% OF TOTAL POPULATION), 2021
EXHIBIT 30 GLOBAL TABLETOP GAMES MARKET 2022–2028 ($ MILLION)
EXHIBIT 31 KEY INFLUENCING FACTORS FOR THE TABLETOP GAMES MARKET
EXHIBIT 32 COMPETITIVE FACTORS CONSIDERED BY VENDORS
EXHIBIT 33 SOCIAL MEDIA INSIGHTS 2022: GLOBAL
EXHIBIT 34 FIVE FORCES ANALYSIS 2022
EXHIBIT 35 INCREMENTAL GROWTH BY TYPE 2022 & 2028
EXHIBIT 36 TABLETOP GAMES MARKET SHARE ANALYSIS, 2022
EXHIBIT 37 CAGR COMPARISON ANALYSIS 2022–2028
EXHIBIT 38 CATEGORIES OF PRODUCT SEGMENT
EXHIBIT 39 GLOBAL BOARD GAMES MARKET 2022–2028 ($ MILLION)
EXHIBIT 40 GLOBAL PUZZLE GAMES MARKET 2022–2028 ($ MILLION)
EXHIBIT 41 GLOBAL TABLETOP BOARD GAMES MARKET 2022–2028 ($ MILLION)
EXHIBIT 42 GLOBAL COLLECTIBLE CARD GAMES MARKET 2022–2028 ($ MILLION)
EXHIBIT 43 GLOBAL CARD & DICE GAMES MARKET 2022–2028 ($ MILLION)
EXHIBIT 44 GLOBAL MINIATURE GAMES MARKET 2022–2028 ($ MILLION)
EXHIBIT 45 GLOBAL RPG GAMES MARKET 2022–2028 ($ MILLION)
EXHIBIT 46 GLOBAL DEXTERITY GAMES MARKET 2022–2028 ($ MILLION)
EXHIBIT 47 GLOBAL TILE-BASED GAMES MARKET 2022–2028 ($ MILLION)
EXHIBIT 48 GLOBAL PAPER & PENCIL GAMES MARKET 2022–2028 ($ MILLION)
EXHIBIT 49 INCREMENTAL GROWTH BY THEME 2022 & 2028
EXHIBIT 50 CAGR COMPARISON OF TABLETOP GAMES BASED ON THEME 2022–2028 (%)
EXHIBIT 51 GLOBAL EDUCATIONAL TABLETOP GAMES MARKET 2022–2028 ($ MILLION)
EXHIBIT 52 GLOBAL STRATEGY & WAR TABLETOP GAMES MARKET 2022–2028 ($ MILLION)
EXHIBIT 53 POPULAR FANTASY TABLETOP GAMES
EXHIBIT 54 GLOBAL FANTASY TABLETOP GAMES MARKET 2022–2028 ($ MILLION)
EXHIBIT 55 GLOBAL SPORTS TABLETOP GAMES MARKET 2022–2028 ($ MILLION)
EXHIBIT 56 GLOBAL HISTORICAL TABLETOP GAMES MARKET 2022–2028 ($ MILLION)
EXHIBIT 57 GLOBAL OTHER THEME TABLETOP GAMES MARKET 2022–2028 ($ MILLION)
EXHIBIT 58 INCREMENTAL GROWTH BY DISTRIBUTION CHANNEL 2022 & 2028
EXHIBIT 59 DISTRIBUTION CHANNEL OF TABLETOP GAMES
EXHIBIT 60 REVENUES OF ONLINE & OFFLINE DISTRIBUTION CHANNEL, 2022 ($ MILLION)
EXHIBIT 61 OFFLINE DISTRIBUTION MODEL
EXHIBIT 62 GLOBAL TABLETOP GAMES OFFLINE DISTRIBUTION MARKET 2022–2028 ($ MILLION)
EXHIBIT 63 GLOBAL TABLETOP GAMES ONLINE DISTRIBUTION MARKET 2022–2028 ($ MILLION)
EXHIBIT 64 INCREMENTAL GROWTH BY USER GROUP 2022 & 2028
EXHIBIT 65 CAGR COMPARISON, 2022–2028
EXHIBIT 66 MILLENNIAL POPULATION AROUND THE WORLD (% 2021)
EXHIBIT 67 GLOBAL ADULT TABLETOP GAMES MARKET 2022–2028 ($ MILLION)
EXHIBIT 68 GLOBAL KID TABLETOP GAMES MARKET 2022–2028 ($ MILLION)
EXHIBIT 69 GLOBAL FAMILY & PARTY TABLETOP GAMES MARKET 2022–2028 ($ MILLION)
EXHIBIT 70 INCREMENTAL GROWTH BY GEOGRAPHY 2022 & 2028
EXHIBIT 71 REVENUE ANALYSIS BY REGIONS 2022 ($ MILLION)
EXHIBIT 72 CAGR COMPARISON BY REGIONS 2022–2028 (%)
EXHIBIT 73 TABLETOP GAMES MARKET IN NORTH AMERICA 2022–2028 ($ MILLION)
EXHIBIT 74 INCREMENTAL GROWTH IN NORTH AMERICA 2022 & 2028
EXHIBIT 75 TABLETOP GAMES MARKET IN THE US 2022–2028 ($ MILLION)
EXHIBIT 76 TABLETOP GAMES MARKET IN CANADA 2022–2028 ($ MILLION)
EXHIBIT 77 TABLETOP GAMES MARKET IN APAC 2022–2028 ($ MILLION)
EXHIBIT 78 INCREMENTAL GROWTH IN APAC 2022 & 2028
EXHIBIT 79 TABLETOP GAMES MARKET IN CHINA 2022–2028 ($ MILLION)
EXHIBIT 80 TABLETOP GAMES MARKET IN INDIA 2022–2028 ($ MILLION)
EXHIBIT 81 POPULAR TABLETOP GAME CAFES IN INDIA 2022
EXHIBIT 82 TABLETOP GAMES MARKET IN JAPAN 2022–2028 ($ MILLION)
EXHIBIT 83 TABLETOP GAMES MARKET IN INDONESIA 2022–2028 ($ MILLION)
EXHIBIT 84 TABLETOP GAMES MARKET IN SOUTH KOREA 2022–2028 ($ MILLION)
EXHIBIT 85 TABLETOP GAMES MARKET IN AUSTRALIA 2022–2028 ($ MILLION)
EXHIBIT 86 TABLETOP GAMES MARKET IN MALAYSIA 2022–2028 ($ MILLION)
EXHIBIT 87 TABLETOP GAMES MARKET IN SINGAPORE 2022–2028 ($ MILLION)
EXHIBIT 88 TABLETOP GAMES MARKET IN THAILAND 2022–2028 ($ MILLION)
EXHIBIT 89 TABLETOP GAMES MARKET IN NEW ZEALAND 2022–2028 ($ MILLION)
EXHIBIT 90 TABLETOP GAMES MARKET IN VIETNAM 2022–2028 ($ MILLION)
EXHIBIT 91 TABLETOP GAMES MARKET IN EUROPE 2022–2028 ($ MILLION)
EXHIBIT 92 INCREMENTAL GROWTH IN EUROPE 2022 & 2028
EXHIBIT 93 TABLETOP GAMES MARKET IN THE UK 2022–2028 ($ MILLION)
EXHIBIT 94 POPULAR TABLETOP GAME CAFES IN THE UK
EXHIBIT 95 TABLETOP GAMES MARKET IN FRANCE 2022–2028 ($ MILLION)
EXHIBIT 96 TABLETOP GAMES MARKET IN GERMANY 2022–2028 ($ MILLION)
EXHIBIT 97 TABLETOP GAMES MARKET IN RUSSIA 2022–2028 ($ MILLION)
EXHIBIT 98 TABLETOP GAMES MARKET IN ITALY 2022–2028 ($ MILLION)
EXHIBIT 99 TABLETOP GAMES MARKET IN SWEDEN 2022–2028 ($ MILLION)
EXHIBIT 100 TABLETOP GAMES MARKET IN NORWAY 2022–2028 ($ MILLION)
EXHIBIT 101 TABLETOP GAMES MARKET IN SPAIN 2022–2028 ($ MILLION)
EXHIBIT 102 TABLETOP GAMES MARKET IN DENMARK 2022–2028 ($ MILLION)
EXHIBIT 103 TABLETOP GAMES MARKET IN SWITZERLAND 2022–2028 ($ MILLION)
EXHIBIT 104 TABLETOP GAMES MARKET IN ICELAND 2022–2028 ($ MILLION)
EXHIBIT 105 TABLETOP GAMES MARKET IN LATIN AMERICA 2022–2028 ($ MILLION)
EXHIBIT 106 INCREMENTAL GROWTH IN LATIN AMERICA 2022 & 2028
EXHIBIT 107 TABLETOP GAMES MARKET IN BRAZIL 2022–2028 ($ MILLION)
EXHIBIT 108 TABLETOP GAMES MARKET IN MEXICO 2022–2028 ($ MILLION)
EXHIBIT 109 TABLETOP GAMES MARKET IN ARGENTINA 2022–2028 ($ MILLION)
EXHIBIT 110 TABLETOP GAMES MARKET IN COLOMBIA 2022–2028 ($ MILLION)
EXHIBIT 111 TABLETOP GAMES MARKET IN THE REST OF LATIN AMERICA 2022–2028 ($ MILLION)
EXHIBIT 112 TABLETOP GAMES MARKET IN THE MIDDLE EAST & AFRICA 2022–2028 ($ MILLION)
EXHIBIT 113 INCREMENTAL GROWTH IN THE MIDDLE EAST & AFRICA 2022 & 2028
EXHIBIT 114 TABLETOP GAMES MARKET IN SAUDI ARABIA 2022–2028 ($ MILLION)
EXHIBIT 115 TABLETOP GAMES MARKET IN SOUTH AFRICA 2022–2028 ($ MILLION)
EXHIBIT 116 TABLETOP GAMES MARKET IN THE UAE 2022–2028 ($ MILLION)
EXHIBIT 117 TABLETOP GAMES MARKET IN EGYPT 2022–2028 ($ MILLION)
EXHIBIT 118 TABLETOP GAMES MARKET IN TURKEY 2022–2028 ($ MILLION)
LIST OF TABLES
TABLE 1 KEY CAVEATS
TABLE 2 CURRENCY CONVERSION 2016−2022
TABLE 3 GLOBAL TABLETOP GAMES MARKET BY TYPE 2022–2028 ($ MILLION)
TABLE 4 GLOBAL TABLETOP GAMES MARKET BY BOARD GAMES 2022–2028 ($ MILLION)
TABLE 5 GLOBAL TABLETOP GAMES MARKET BY USER GROUP 2022−2028 ($ MILLION)
TABLE 6 GLOBAL TABLETOP GAMES MARKET BY THEME 2022−2028 ($ MILLION)
TABLE 7 GLOBAL TABLETOP GAMES MARKET BY DISTRIBUTION CHANNEL 2022−2028 ($ MILLION)
TABLE 8 GLOBAL BOARD GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)
TABLE 9 GLOBAL PUZZLE GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)
TABLE 10 GLOBAL TABLETOP BOARD GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)
TABLE 11 GLOBAL COLLECTIBLE CARD GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)
TABLE 12 GLOBAL CARD & DICE GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)
TABLE 13 GLOBAL MINIATURE GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)
TABLE 14 GLOBAL RPG GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)
TABLE 15 GLOBAL DEXTERITY GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)
TABLE 16 GLOBAL TILE-BASED GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)
TABLE 17 GLOBAL PAPER & PENCIL GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)
TABLE 18 GLOBAL EDUCATIONAL TABLETOP GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)
TABLE 19 GLOBAL STRATEGY & WAR TABLETOP GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)
TABLE 20 GLOBAL FANTASY TABLETOP GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)
TABLE 21 GLOBAL SPORTS TABLETOP GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)
TABLE 22 GLOBAL HISTORICAL TABLETOP GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)
TABLE 23 GLOBAL OTHER TABLETOP GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)
TABLE 24 GLOBAL TABLETOP GAMES MARKET BY OFFLINE DISTRIBUTION 2022−2028 ($ MILLION)
TABLE 25 GLOBAL ADULT TABLETOP GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)
TABLE 26 GLOBAL KID TABLETOP GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)
TABLE 27 GLOBAL FAMILY & PARTY TABLETOP GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)
TABLE 28 TABLETOP GAMES MARKET IN NORTH AMERICA BY TYPE 2022-2028 ($ MILLION)
TABLE 29 TABLETOP GAMES MARKET IN NORTH AMERICA BY BOARD GAMES 2022–2028 ($ MILLION)
TABLE 30 TABLETOP GAMES MARKET IN NORTH AMERICA BY THEME 2022−2028 ($ MILLION)
TABLE 31 TABLETOP GAMES MARKET IN NORTH AMERICA BY USER GROUP 2022−2028 ($ MILLION)
TABLE 32 TABLETOP GAMES MARKET IN APAC BY TYPE 2022−2028 ($ MILLION)
TABLE 33 TABLETOP GAMES MARKET IN APAC BY BOARD GAMES 2022–2028 ($ MILLION)
TABLE 34 TABLETOP GAMES MARKET IN APAC BY THEME 2022−2028 ($ MILLION)
TABLE 35 TABLETOP GAMES MARKET IN APAC BY USER GROUP 2022−2028 ($ MILLION)
TABLE 36 TABLETOP GAMES MARKET IN EUROPE BY TYPE 2022−2028 ($ MILLION)
TABLE 37 TABLETOP GAMES MARKET IN EUROPE BY BOARD GAMES 2022–2028 ($ MILLION)
TABLE 38 TABLETOP GAMES MARKET IN EUROPE BY THEME 2022−2028 ($ MILLION)
TABLE 39 TABLETOP GAMES MARKET IN EUROPE BY USER GROUP 2022−2028 ($ MILLION)
TABLE 40 TABLETOP GAMES MARKET IN LATIN AMERICA BY TYPE 2022−2028 ($ MILLION)
TABLE 41 TABLETOP GAMES MARKET IN LATIN AMERICA BY BOARD GAMES 2022–2028 ($ MILLION)
TABLE 42 TABLETOP GAMES MARKET IN LATIN AMERICA BY THEME 2022−2028 ($ MILLION)
TABLE 43 TABLETOP GAMES MARKET IN LATIN AMERICA BY USER GROUP 2022−2028 ($ MILLION)
TABLE 44 TABLETOP GAMES MARKET IN THE MIDDLE EAST & AFRICA BY TYPE 2022−2028 ($ MILLION)
TABLE 45 TABLETOP GAMES MARKET IN THE MIDDLE EAST & AFRICA BY BOARD GAMES 2022–2028 ($ MILLION)
TABLE 46 TABLETOP GAMES MARKET IN THE MIDDLE EAST & AFRICA BY THEME 2022−2028 ($ MILLION)
TABLE 47 TABLETOP GAMES MARKET IN THE MIDDLE EAST & AFRICA BY USER GROUP 2022−2028 ($ MILLION)
TABLE 48 ASMODEE: MAJOR PRODUCT OFFERINGS
TABLE 49 HASBRO: PRODUCT OFFERINGS
TABLE 50 MATTEL: PRODUCT OFFERINGS
TABLE 51 RAVENSBURGER: PRODUCT OFFERINGS
TABLE 52 GLOBAL TABLETOP GAMES MARKET BY GEOGRAPHY 2022−2028 ($ MILLION)
TABLE 53 GLOBAL TABLETOP GAMES MARKET BY TYPE 2022–2028 ($ MILLION)
TABLE 54 GLOBAL TABLETOP GAMES MARKET BY USER GROUP 2022−2028 ($ MILLION)
TABLE 55 GLOBAL TABLETOP GAMES MARKET BY BOARD GAMES 2022–2028 ($ MILLION)
TABLE 56 GLOBAL TABLETOP GAMES MARKET BY THEME 2022−2028 ($ MILLION)
TABLE 57 GLOBAL TABLETOP GAMES MARKET BY DISTRIBUTION CHANNEL 2022−2028 ($ MILLION)
TABLE 58 TABLETOP GAMES MARKET IN NORTH AMERICA BY TYPE 2022−2028 ($ MILLION)
TABLE 59 TABLETOP GAMES MARKET IN NORTH AMERICA BY BOARD GAMES 2022–2028 ($ MILLION)
TABLE 60 TABLETOP GAMES MARKET IN NORTH AMERICA BY THEME 2022−2028 ($ MILLION)
TABLE 61 TABLETOP GAMES MARKET IN NORTH AMERICA BY USER GROUP 2022−2028 ($ MILLION)
TABLE 62 TABLETOP GAMES MARKET IN APAC BY TYPE 2022−2028 ($ MILLION)
TABLE 63 TABLETOP GAMES MARKET IN APAC BY BOARD GAMES 2022–2028 ($ MILLION)
TABLE 64 TABLETOP GAMES MARKET IN APAC BY THEME 2022−2028 ($ MILLION)
TABLE 65 TABLETOP GAMES MARKET IN APAC BY USER GROUP 2022−2028 ($ MILLION)
TABLE 66 TABLETOP GAMES MARKET IN EUROPE BY TYPE 2022−2028 ($ MILLION)
TABLE 67 TABLETOP GAMES MARKET IN EUROPE BY BOARD GAMES 2022–2028 ($ MILLION)
TABLE 68 TABLETOP GAMES MARKET IN EUROPE BY THEME 2022−2028 ($ MILLION)
TABLE 69 TABLETOP GAMES MARKET IN EUROPE BY USER GROUP 2022−2028 ($ MILLION)
TABLE 70 TABLETOP GAMES MARKET IN LATIN AMERICA BY TYPE 2022−2028 ($ MILLION)
TABLE 71 TABLETOP GAMES MARKET IN LATIN AMERICA BY BOARD GAMES 2022–2028 ($ MILLION)
TABLE 72 TABLETOP GAMES MARKET IN LATIN AMERICA BY THEME 2022−2028 ($ MILLION)
TABLE 73 TABLETOP GAMES MARKET IN LATIN AMERICA BY USER GROUP 2022−2028 ($ MILLION)
TABLE 74 TABLETOP GAMES MARKET IN THE MIDDLE EAST & AFRICA BY TYPE 2022−2028 ($ MILLION)
TABLE 75 TABLETOP GAMES MARKET IN THE MIDDLE EAST & AFRICA BY BOARD GAMES 2022–2028 ($ MILLION)
TABLE 76 TABLETOP GAMES MARKET IN THE MIDDLE EAST & AFRICA BY THEME 2022−2028 ($ MILLION)
TABLE 77 TABLETOP GAMES MARKET IN THE MIDDLE EAST & AFRICA BY USER GROUP 2022−2028 ($ MILLION)
1 RESEARCH METHODOLOGY
2 RESEARCH OBJECTIVES
3 RESEARCH PROCESS
4 SCOPE & COVERAGE
4.1 MARKET DEFINITION
4.1.1 INCLUSIONS
4.1.2 EXCLUSIONS
4.1.3 MARKET ESTIMATION CAVEATS
4.2 BASE YEAR
4.3 SCOPE OF THE STUDY
4.3.1 MARKET SEGMENTATION BY TYPE
4.3.2 MARKET SEGMENTATION BY THEME
4.3.3 MARKET SEGMENTATION BY DISTRIBUTION CHANNEL
4.3.4 MARKET SEGMENTATION BY USER GROUP
4.3.5 MARKET SEGMENTATION BY GEOGRAPHY
5 REPORT ASSUMPTIONS & CAVEATS
5.1 KEY CAVEATS
5.2 CURRENCY CONVERSION
5.3 MARKET DERIVATION
6 PREMIUM INSIGHTS
6.1 MARKET DEFINITION
6.2 REPORT OVERVIEW
6.3 GLOBAL MARKET RISK
6.3.1 IMPACT OF THE RUSSIA-UKRAINE WAR
6.4 OPPORTUNITIES & CHALLENGE ANALYSIS
6.5 SEGMENT ANALYSIS
6.6 COMPETITIVE LANDSCAPE
7 MARKET AT A GLANCE
8 INTRODUCTION
8.1 OVERVIEW
8.2 VALUE CHAIN
8.2.1 RAW MATERIAL SUPPLIERS
8.2.2 MANUFACTURERS
8.2.3 DESIGNERS/PUBLISHERS
8.2.4 RETAILERS
8.2.5 END-USERS
8.3 UPCOMING MEGA TRENDS INFLUENCING THE MARKET
8.4 COMPETITION FROM ALTERNATIVE OPTIONS
8.5 GLOBAL MARKET RISK
8.5.1 IMPACT OF THE RUSSIA-UKRAINE WAR
8.6 TABLETOP GAME LIFE CYCLE
8.7 DISTRIBUTION MODEL
8.8 PRICING MODEL
9 MARKET OPPORTUNITIES & TRENDS
9.1 ADOPTION OF A DIGITAL-FIRST APPROACH
9.2 INTRODUCTION OF NEW DESIGNS
9.3 NEW PRODUCT INNOVATIONS AND DEVELOPMENT
9.4 TABLETOP GAMING CONVENTIONS
9.5 SHIFTING FOCUS TOWARD LEISURE ACTIVITIES
10 MARKET GROWTH ENABLERS
10.1 RISING DEMAND FOR ANALOG EXPERIENCES
10.2 INCREASING NUMBER OF TABLETOP GAME CAFES
10.3 CROWDFUNDING PLATFORMS BOOSTING THE MARKET
10.4 INCORPORATION OF THE LEARNING QUOTIENT
11 MARKET RESTRAINTS
11.1 TRADE & TARIFFS CAUSING MARKET TURBULENCE
11.2 HIGH COMPETITION FROM ALTERNATIVE GAMING OPTIONS
11.3 DISRUPTIONS IN THE SUPPLY CHAIN
11.4 LACK OF PRODUCT AWARENESS
12 MARKET LANDSCAPE
12.1 MARKET SIZE & FORECAST
12.2 POST-COVID SCENARIO
12.3 VENDOR ANALYSIS
12.4 MARKET BY TYPE
12.5 MARKET BY BOARD GAMES: SUB-TYPE
12.6 MARKET BY USER GROUP
12.7 MARKET BY THEME
12.8 MARKET BY DISTRIBUTION CHANNEL
12.9 FIVE FORCES ANALYSIS
12.9.1 THREAT OF NEW ENTRANTS
12.9.2 BARGAINING POWER OF SUPPLIERS
12.9.3 BARGAINING POWER OF BUYERS
12.9.4 THREAT OF SUBSTITUTES
12.9.5 COMPETITIVE RIVALRY
13 TYPE
13.1 MARKET SNAPSHOT & GROWTH ENGINE
13.2 MARKET OVERVIEW
13.3 BOARD GAMES
13.3.1 MARKET SIZE & FORECAST
13.3.2 MARKET BY GEOGRAPHY
13.3.3 PUZZLE GAMES: MARKET SIZE & FORECAST
13.3.4 MARKET BY GEOGRAPHY
13.3.5 TABLETOP BOARD GAMES: MARKET SIZE & FORECAST
13.3.6 MARKET BY GEOGRAPHY
13.3.7 COLLECTIBLE CARD GAMES: MARKET SIZE & FORECAST
13.3.8 MARKET BY GEOGRAPHY
13.3.9 CARD & DICE GAMES: MARKET SIZE & FORECAST
13.3.10 MARKET BY GEOGRAPHY
13.3.11 MINIATURE GAMES: MARKET SIZE & FORECAST
13.3.12 MARKET BY GEOGRAPHY
13.3.13 RPG BOARD GAMES: MARKET SIZE & FORECAST
13.3.14 MARKET BY GEOGRAPHY
13.4 DEXTERITY GAMES
13.4.1 MARKET SIZE & FORECAST
13.4.2 MARKET BY GEOGRAPHY
13.5 TILE-BASED GAMES
13.5.1 MARKET SIZE & FORECAST
13.5.2 MARKET BY GEOGRAPHY
13.6 PAPER & PENCIL GAMES
13.6.1 MARKET SIZE & FORECAST
13.6.2 MARKET BY GEOGRAPHY
14 THEME
14.1 MARKET SNAPSHOT & GROWTH ENGINE
14.2 MARKET OVERVIEW
14.3 EDUCATIONAL
14.3.1 MARKET SIZE & FORECAST
14.3.2 MARKET BY GEOGRAPHY
14.4 STRATEGY & WAR
14.4.1 MARKET SIZE & FORECAST
14.4.2 MARKET BY GEOGRAPHY
14.5 FANTASY
14.5.1 MARKET SIZE & FORECAST
14.5.2 MARKET BY GEOGRAPHY
14.6 SPORTS
14.6.1 MARKET SIZE & FORECAST
14.6.2 MARKET BY GEOGRAPHY
14.7 HISTORICAL
14.7.1 MARKET SIZE & FORECAST
14.7.2 MARKET BY GEOGRAPHY
14.8 OTHERS
14.8.1 MARKET SIZE & FORECAST
14.8.2 MARKET BY GEOGRAPHY
15 DISTRIBUTION CHANNEL
15.1 MARKET SNAPSHOT & GROWTH ENGINE
15.2 MARKET OVERVIEW
15.3 POST-COVID-19 SCENARIO
15.4 MANUFACTURING, PRODUCTION & DISTRIBUTION
15.5 OFFLINE
15.5.1 MARKET SIZE & FORECAST
15.6 ONLINE
15.6.1 MARKET SIZE & FORECAST
16 USER GROUP
16.1 MARKET SNAPSHOT & GROWTH ENGINE
16.2 MARKET OVERVIEW
16.3 ADULTS
16.3.1 MARKET SIZE & FORECAST
16.3.2 MARKET BY GEOGRAPHY
16.4 KIDS
16.4.1 MARKET SIZE & FORECAST
16.4.2 MARKET BY GEOGRAPHY
16.5 FAMILY & PARTY
16.5.1 MARKET SIZE & FORECAST
16.5.2 MARKET BY GEOGRAPHY
17 GEOGRAPHY
17.1 MARKET SNAPSHOT & GROWTH ENGINE
17.2 GEOGRAPHIC OVERVIEW
18 NORTH AMERICA
18.1 MARKET OVERVIEW
18.2 MARKET SIZE & FORECAST
18.3 TYPE
18.3.1 MARKET SIZE & FORECAST
18.4 BOARD GAMES: SUB-TYPE
18.4.1 MARKET SIZE & FORECAST
18.5 THEME
18.5.1 MARKET SIZE & FORECAST
18.6 USER GROUP
18.6.1 MARKET SIZE & FORECAST
18.7 KEY COUNTRIES
18.7.1 US: MARKET SIZE & FORECAST
18.7.2 CANADA: MARKET SIZE & FORECAST
19 APAC
19.1 MARKET OVERVIEW
19.2 MARKET SIZE & FORECAST
19.3 TYPE
19.3.1 MARKET SIZE & FORECAST
19.4 BOARD GAMES: SUB-TYPE
19.4.1 MARKET SIZE & FORECAST
19.5 THEME
19.5.1 MARKET SIZE & FORECAST
19.6 USER GROUP
19.6.1 MARKET SIZE & FORECAST
19.7 KEY COUNTRIES
19.7.1 CHINA: MARKET SIZE & FORECAST
19.7.2 INDIA: MARKET SIZE & FORECAST
19.7.3 JAPAN: MARKET SIZE & FORECAST
19.7.4 INDONESIA: MARKET SIZE & FORECAST
19.7.5 SOUTH KOREA: MARKET SIZE & FORECAST
19.7.6 AUSTRALIA: MARKET SIZE & FORECAST
19.7.7 MALAYSIA: MARKET SIZE & FORECAST
19.7.8 SINGAPORE: MARKET SIZE & FORECAST
19.7.9 THAILAND: MARKET SIZE & FORECAST
19.7.10 NEW ZEALAND: MARKET SIZE & FORECAST
19.7.11 VIETNAM: MARKET SIZE & FORECAST
20 EUROPE
20.1 MARKET OVERVIEW
20.2 MARKET SIZE & FORECAST
20.3 TYPE
20.3.1 MARKET SIZE & FORECAST
20.4 BOARD GAMES: SUB-TYPE
20.4.1 MARKET SIZE & FORECAST
20.5 THEME
20.5.1 MARKET SIZE & FORECAST
20.6 USER GROUP
20.6.1 MARKET SIZE & FORECAST
20.7 KEY COUNTRIES
20.7.1 UK: MARKET SIZE & FORECAST
20.7.2 FRANCE: MARKET SIZE & FORECAST
20.7.3 GERMANY: MARKET SIZE & FORECAST
20.7.4 RUSSIA: MARKET SIZE & FORECAST
20.7.5 ITALY: MARKET SIZE & FORECAST
20.7.6 SWEDEN: MARKET SIZE & FORECAST
20.7.7 NORWAY: MARKET SIZE & FORECAST
20.7.8 SPAIN: MARKET SIZE & FORECAST
20.7.9 DENMARK: MARKET SIZE & FORECAST
20.7.10 SWITZERLAND: MARKET SIZE & FORECAST
20.7.11 ICELAND: MARKET SIZE & FORECAST
21 LATIN AMERICA
21.1 MARKET OVERVIEW
21.2 MARKET SIZE & FORECAST
21.3 TYPE
21.3.1 MARKET SIZE & FORECAST
21.4 BOARD GAMES: SUB-TYPE
21.4.1 MARKET SIZE & FORECAST
21.5 THEME
21.5.1 MARKET SIZE & FORECAST
21.6 USER GROUP
21.6.1 MARKET SIZE & FORECAST
21.7 KEY COUNTRIES
21.7.1 BRAZIL: MARKET SIZE & FORECAST
21.7.2 MEXICO: MARKET SIZE & FORECAST
21.7.3 ARGENTINA: MARKET SIZE & FORECAST
21.7.4 COLOMBIA: MARKET SIZE & FORECAST
21.7.5 REST OF LATIN AMERICA: MARKET SIZE & FORECAST
22 MIDDLE EAST & AFRICA
22.1 MARKET OVERVIEW
22.2 MARKET SIZE & FORECAST
22.3 TYPE
22.3.1 MARKET SIZE & FORECAST
22.4 BOARD GAMES: SUB-TYPE
22.4.1 MARKET SIZE & FORECAST
22.5 THEME
22.5.1 MARKET SIZE & FORECAST
22.6 USER GROUP
22.6.1 MARKET SIZE & FORECAST
22.7 KEY COUNTRIES
22.7.1 SAUDI ARABIA: MARKET SIZE & FORECAST
22.7.2 SOUTH AFRICA: MARKET SIZE & FORECAST
22.7.3 UAE: MARKET SIZE & FORECAST
22.7.4 EGYPT: MARKET SIZE & FORECAST
22.7.5 TURKEY: MARKET SIZE & FORECAST
23 COMPETITIVE LANDSCAPE
23.1 COMPETITION OVERVIEW
24 KEY COMPANY PROFILES
24.1 EMBRACER GROUP (ASMODEE)
24.1.1 BUSINESS OVERVIEW
24.1.2 PRODUCT OFFERINGS
24.1.3 KEY STRATEGIES
24.1.4 KEY STRENGTHS
24.1.5 KEY OPPORTUNITIES
24.2 HASBRO
24.2.1 BUSINESS OVERVIEW
24.2.2 PRODUCT OFFERINGS
24.2.3 KEY STRATEGIES
24.2.4 KEY STRENGTHS
24.2.5 KEY OPPORTUNITIES
24.3 MATTEL
24.3.1 BUSINESS OVERVIEW
24.3.2 PRODUCT OFFERINGS
24.3.3 KEY STRATEGIES
24.3.4 KEY STRENGTHS
24.3.5 KEY OPPORTUNITIES
24.4 RAVENSBURGER
24.4.1 BUSINESS OVERVIEW
24.4.2 PRODUCT OFFERINGS
24.4.3 KEY STRATEGIES
24.4.4 KEY STRENGTHS
24.4.5 KEY OPPORTUNITIES
25 OTHER PROMINENT VENDORS
25.1 ASMADI GAMES
25.1.1 OVERVIEW
25.2 BEZIER GAMES
25.2.1 OVERVIEW
25.3 BOARDGAMEDESIGN.COM
25.3.1 OVERVIEW
25.4 BUFFALO GAMES
25.4.1 OVERVIEW
25.5 CLEMENTONI
25.5.1 OVERVIEW
25.6 CMON
25.6.1 OVERVIEW
25.7 DISNEY
25.7.1 OVERVIEW
25.8 FUNKO
25.8.1 OVERVIEW
25.9 GAMES WORKSHOP
25.9.1 OVERVIEW
25.10 GIBSONS GAMES
25.10.1 OVERVIEW
25.11 GOLIATH GAMES
25.11.1 OVERVIEW
25.12 GREY FOX GAMES
25.12.1 OVERVIEW
25.13 IELLO GAMES
25.13.1 OVERVIEW
25.14 INDIE BOARDS AND CARDS
25.14.1 OVERVIEW
25.15 INI
25.15.1 OVERVIEW
25.16 EPOCH EVERLASTING PLAY
25.16.1 OVERVIEW
25.17 IMAGO GROUP
25.17.1 OVERVIEW
25.18 KAMINGS TRADE
25.18.1 OVERVIEW
25.19 LEARNING RESOURCES
25.19.1 OVERVIEW
25.20 LIFESTYLE BOARDGAMES
25.20.1 OVERVIEW
25.21 LOONY LABS
25.21.1 OVERVIEW
25.22 LUDO FACT
25.22.1 OVERVIEW
25.23 MELISSA & DOUG
25.23.1 OVERVIEW
25.24 MINDWARE
25.24.1 OVERVIEW
25.25 NORTH STAR GAMES
25.25.1 OVERVIEW
25.26 ORCHARD TOYS
25.26.1 OVERVIEW
25.27 PANDA GAME MANUFACTURING
25.27.1 OVERVIEW
25.28 PEGASUS SPIELE
25.28.1 OVERVIEW
25.29 PIATNIK
25.29.1 OVERVIEW
25.3 REAPER MINIATURES
25.30.1 OVERVIEW
25.31 RIO GRANDE GAMES
25.31.1 OVERVIEW
25.32 SCHMIDT SPIELE
25.32.1 OVERVIEW
25.33 SPIN MASTER
25.33.1 OVERVIEW
25.34 SPONTANEOUS GAMES
25.34.1 OVERVIEW
25.35 SUNSOUT
25.35.1 OVERVIEW
25.36 SURPRISED STARE GAMES
25.36.1 OVERVIEW
25.37 TALICOR
25.37.1 OVERVIEW
25.38 TREND ENTERPRISES
25.38.1 OVERVIEW
25.39 ULTRA PRO INTERNATIONAL
25.39.1 OVERVIEW
25.4 UNIVERSITY GAMES
25.40.1 OVERVIEW
25.41 USAOPOLY
25.41.1 OVERVIEW
25.42 WINNING MOVES GAMES
25.42.1 OVERVIEW
25.43 WIZKIDS
25.43.1 OVERVIEW
25.44 ZOBMONDO
25.44.1 OVERVIEW
26 REPORT SUMMARY
26.1 KEY TAKEAWAYS
26.2 STRATEGIC RECOMMENDATIONS
27 QUANTITATIVE SUMMARY
27.1 MARKET BY GEOGRAPHY
27.2 MARKET BY TYPE
27.3 MARKET BY USER GROUP
27.4 MARKET BY THEME
27.5 MARKET BY DISTRIBUTION CHANNEL
28 NORTH AMERICA
28.1 TYPE
28.1.1 MARKET SIZE & FORECAST
28.2 BOARD GAMES: SUB-TYPE
28.2.1 MARKET SIZE & FORECAST
28.3 THEME
28.3.1 MARKET SIZE & FORECAST
28.4 USER GROUP
28.4.1 MARKET SIZE & FORECAST
29 APAC
29.1 TYPE
29.1.1 MARKET SIZE & FORECAST
29.2 BOARD GAMES: SUB-TYPE
29.2.1 MARKET SIZE & FORECAST
29.3 THEME
29.3.1 MARKET SIZE & FORECAST
29.4 USER GROUP
29.4.1 MARKET SIZE & FORECAST
30 EUROPE
30.1 TYPE
30.1.1 MARKET SIZE & FORECAST
30.2 BOARD GAMES: SUB-TYPE
30.2.1 MARKET SIZE & FORECAST
30.3 THEME
30.3.1 MARKET SIZE & FORECAST
30.4 USER GROUP
30.4.1 MARKET SIZE & FORECAST
31 LATIN AMERICA
31.1 TYPE
31.1.1 MARKET SIZE & FORECAST
31.2 BOARD GAMES: SUB-TYPE
31.2.1 MARKET SIZE & FORECAST
31.3 THEME
31.3.1 MARKET SIZE & FORECAST
31.4 USER GROUP
31.4.1 MARKET SIZE & FORECAST
32 MIDDLE EAST & AFRICA
32.1 TYPE
32.1.1 MARKET SIZE & FORECAST
32.2 BOARD GAMES: SUB-TYPE
32.2.1 MARKET SIZE & FORECAST
32.3 THEME
32.3.1 MARKET SIZE & FORECAST
32.4 USER GROUP
32.4.1 MARKET SIZE & FORECAST
33 APPENDIX
33.1 ABBREVIATIONS
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